Reviews from

in the past


It only took me three attempts - once on PC, once on Android, and now finally on PS4 - and about 25 years, but I've finally completed the O.G. FF VII. Heralded as one of the greatest gaming achievements, I can safely say this is an unequivocal masterpiece.
How can a game where you know the biggest twist of it still end up making you cry? Don't ask me, man, but it did.

Ainda to no começo do jogo, decidi começar pelo ff7 depois do 15, tô jogando a versão da steam por causa dos mods de upscale e entre outros...

depois de zerar esse, jogo o remake.

Good fucking LOOOOOOOOOOORD
Like WOW, this game genuinely DID live up to the hype for me. I SEE why this game basically revolutionized JRPGs. Like it's so fun, every moment with it was fun I just kept wanting to play it cuz I wanted more story, I wanted more character interactions, I wanted all of FF7. And FF7 isn't just the you-know-what scene and Midgar and all that. It's SO expansive, there are so many late-game scenes that DEFINED this game, and NONE OF THEM are the you-know-what scene.
The gameplay aged so well. Like even better than 9 and that's just because 9's animations stalled too much. This one is quicker, snappier, and just as complex in the later portions. It was just so fun the entire time and even when I got absolutely screwed in the end and had to redo the entire dungeon (cuz no save point before the final boss) I still ended up having fun. It's so good. It's spectacular, and I just adore this game. A lot of these opinions are strong cuz like really there was so much riding on this especially coming off the back of FF9, my personal fav, and FF12, my fav gameplay-wise and even story-wise at times compared to 7 and 9, but man it delivered. It's so amazing, so worth the time of literally anyone willing to play it. And please buy it on PC and mod it cuz the mod I used, Satsuki Yatoshi, allows you to screw around with character level and builds even though it's primarily to up the graphical fidelity so it looks good in modern hardware. There is a strong use of A.I in it so something things look off, but overall it definitely made the experience more pleasant. I also didn't screw around with anything until post game because I wanted as much of a real experience as possible.
It was great, I highly recommend this. Everyone should play it, I think this is truly a timeless game.

I'm glad they acknowledged the open mouth texture that went unused in the original game's files! Another great way to play this peak game.

This review contains spoilers

“THE JRPG AT THE END OF THE WORLD”

Dude, I straight up didn’t know there were different Limit Breaks the first time I played this game.

I feel an incredible amount of shame typing that now. It’s not like the game hides it. It’s literally one of the options in the pause menu! I have no excuse.

What’s even crazier is that I still got through all of FF7 without a hitch until the very end. I really screwed up everything at Northern Cave. They gave me the Save Point and I used it immediately instead of before Sephiroth. I assumed they would give me another Save Point for some reason? Like I really thought the gimmick of the area was that I would be able to create my own save points. I was wrong.

Well, anyways, I played this on my PlayStation 5 and got to Sephiroth and got my ass kicked so hard that I gave up and turned on cheats to finish the game.

In hindsight, I can only assume that I was probably very drunk and just wanted to finish the game that night.

After my first playthrough I immediately started Final Fantasy VII Remake, and the crazy high production values, wild real-time battle system, and the new soundtrack arrangements blew me away. FF7 became a dim memory.

For my second and most recent playthrough, I opted for the PC version on Steam. I also decided to download a few mods to spice things up a little. Although my final score will not factor in these mods, I’d like to discuss them here.

I used this Steam guide although I opted out of using some suggested mods, specifically any using AI upscaled imagery. Although my stance on AI “art” is that it’s bad, my stance on AI upscaled imagery is that it’s fine, I guess, as long as it doesn’t look like crap. Unfortunately all of the AI upscaled backgrounds/FMVs for Final Fantasy VII look like crap. Doubly so if you choose the 30fps interpolated option which gives a lot of FMVs this ugly fake motion blur effect that makes everything look like it's been smeared in vaseline.

The image quality for the AI upscaled backgrounds/FMVs is also spotty at best, and straight up wrong at worst. “Wrong,” because the intended purpose of AI upscaling is to add clarity and detail, but in this instance the original image actually loses a lot of detail. The sequence where Cloud and Cid escape on the Tiny Bronco, for example, there’s a shot where the Tiny Bronco comes towards the camera – but for some reason, whatever program was used couldn’t interpret the Tiny Bronco as separate from the background, and as a result I couldn’t see the Tiny Bronco until it was already halfway towards the screen.

That, for me, was the straw that broke the camel’s back. Don’t use AI upscaled images/videos. Trust me.

Additionally, I decided not to use Echo-S 7, Symphonic Remasters, or Gameplay Tweaks and Cheats (tried to keep the experience as vanilla as possible).

Everything else in this Steam guide is solid. The Ninostyle Chibi / Ninostyle Battle models add a lot of good detail. The Ninostyle Battle models perfectly capture the essence of Tetsuya Nomura's iconic concept art.

My favorite mod was definitely Cosmo Memory, which adds a good amount of ambience, soundscapes, and footsteps that greatly enhanced the overall atmosphere. Strongly recommend playing with this one.

Playing through Final Fantasy VII now, I’m surprised Square has never attempted a more traditional remaster. I assumed FFVII Ever Crisis was Square’s answer to the vocal fraction of the fanbase demanding a more traditional turn-based remaster until I found out that it was a gacha cashgrab. I’ve never touched Ever Crisis but I can definitely understand the perspective that it was created in bad faith, and the fact that it’s also being released in chapters doesn’t give me a lot of confidence in its continued support for the coming years.

But also, using AI upscaling to render the backgrounds/FMVs at 4K is not the “remaster” many online denizens would like you to believe it is. In this case especially, what you’re getting is essentially a glorified pixel smoothing filter.

It’s frustrating too, because they could release a traditional FFVII remaster today, and all would be forgiven. FFVII with Ever Crisis graphics (no gacha), some much-needed QoL improvements for UI, menus, etc. and maybe a toggle between old and new graphics like in the Master Chief Collection. That’s all you’d need.

Anyways, I’m writing this today to tell you that FFVII still holds up.

It’s still a phenomenal game. This was my first Final Fantasy when I played it a few years ago and it immediately made me want to jump into the remake after I’d finished it, which was also a phenomenal game in its own right. It also made me want to jump into FFXVI which was FINE.

To me, this is (almost) the ideal turn-based JRPG. Heavily story-driven, quickly paced, with a battle/magic system that eases you into its complexity over time.

Materia is FFVII’s main attraction and it adds a completely new dimension to abilities and spellcasting. Materia can be assigned to individual characters and has its own discrete leveling systems attached. Have a character with a certain materia equipped and it accrues AP (basically XP for materia) unlocking stronger spells/abilities, additional uses of the same ability, and even more materia once you fully master one.

Again, this is the only true, numbered mainline Final Fantasy game I’ve played (besides FFXVI) so I don't really have any other frame of reference. I’ve heard about the job system in earlier entries and, from what I understand, materia is like an abstraction layer above(below?) that idea – instead of roles, FFVII gives players the freedom to build their own kinds of classes (think Call of Duty multiplayer loadouts if you’re a zoomer like me).

Need a dedicated healer? Give a character the restore materia. Use the heal/revive materia to counteract negative status effects and revive teammates instead of using Phoenix Down. Even better, pair these materia with the All Materia so you can heal/cure/revive all your teammates at once.

Maybe you need a tank? Give a character the Cover materia. If you want to maximize their efficiency, load them with the Counter Attack materia. Better yet, pair them with multiple Counter Attack materia – or use the Counter/Counter Magic materia for additional counter attacks. Pair Counter Attack with 2x/4x cut for maximum efficiency.

Maybe you want a tank AND a healer. Go for it! With the right equipment/materia you can load up on restore materia, and counter attack materia, and if you know what you’re doing, you can even use Added Effect or Elemental materia to imbue your attacks with fire/ice/bolt damage, or a chance to cause Instant Death. The game lets you go crazy with it. Dual class or triple class or quadruple class. Do what you want!

It’s unfortunate that the best materia isn’t available until much later in the game. Every time I wanted to try out a new materia combo, I found myself needing to trek to some odd corner of the world map. I even bred a Golden Chocobo to get Knights of the Round and hardly used it! You don’t get the 2x cut materia until you get a submarine which is at the very end of the game. I wanted to get the Final Attack materia and had to grind at the Battle Square for hours at the Golden Saucer (you’re not allowed to leave, otherwise all the points you earn reset, which is dumb and annoying!) and once I finally got it, I hardly used it! I paired it with Phoenix and then I never died so it saw zero use for the remainder of my playtime. Unfortunate.

Anyways, the materia system pretty much carries the gameplay through to the finish line. It gives every area and each encounter a lot of flavor. Players have to ask themselves, “What are enemies weak to?” and “Should I use the materia I have to give myself an offensive edge, or a defensive advantage?”

It’s telling that there are so many instances where the story necessitates splitting up Scooby-Doo style, kicking party members to the wayside and returning any equipped materia to your inventory. Clearly, the game wants you to experiment with different combinations, and so it frequently scrambles your loadouts to force you into trying out new things.

Now, this… can get a little ridiculous, if I'm being honest. It feels like every few hours you’ll reach another story beat, and then the game hits the materia combo reset button. This wouldn’t be so bad if the materia menu UI was a little cleaner – and this goes back to what I said about a potential FF7 remaster adding some well overdue QoL improvements – as while items can be easily rearranged, materia cannot. This can be doubly annoying if you have multiple materia with the same names, and have to cursor over them to distinguish one from another. There NEEDS to be an easier way for players to navigate this menu.

Overall though, I think the turn-based combat and mechanical complexity on offer here is great! It’s at least varied and freeform enough to not lose its flavor in the fifty-odd hours it took me to get through the main story + a good amount of side content.

One thing that FF7 does well is keeping up its brisk pace. There’s a good amount of regular “dungeon” type areas where enemies will attack the player in random encounters, but for every dungeon there’s usually an associated town/hub where some important story beats occur. Best examples of these I can think of are Wall Market and the Golden Saucer; one is a longer, story-focused section where the main goal is to sneak into Don Corneo’s mansion, the other is a carnival-type hub with a lot of smaller minigames. The ebb and flow of the story and the combat feels natural. Neither element overtakes or overpowers the other.

The story of Final Fantasy VII might also be – genuinely – one of the most profound narratives I’ve experienced in a game. Although many have shared similar sentiments regarding many other games, and although many have also shared similar sentiments regarding this game specifically, there is something remarkable in the experience of Final Fantasy VII that is difficult to put to text.

There’s a million things I could talk about here, but I’ll narrow it down to one:

Cloud Strife. What’s up with this guy?

Literally everything I’d seen/heard about FFVII had led me to believe this guy was just a stoic badass anime pretty boy (and uh, spoiler alert: he is). In reality, dude is just traumatized and suffers from major depersonalization for 90% of the game.

Actually, Cloud Strife might be the best example I can think of when discussing the “character vs avatar” problem in games. I’m not sure what their original idea was back in ‘97 but, to me, letting players name their characters seems like a type of personalization that’s almost inappropriate nowadays. Like naming your Aerith COOLRANCH or something might be funny at the time but hardly ever does it feel like you, the player, have drastically altered the circumstances of the game itself. Sure, she’s COOLRANCH but she looks and talks and acts like Aerith so it doesn’t really matter in the grand scheme of things.

Cloud is an interesting case because he’s the main player character and there’s a lot of interesting dialogue options and in-game choices that give players some sense of control over him. The aloof, uncaring dialogue options usually contain an excessive amount of biting edge – unusually cruel and out-of-character for no reason.

When Biggs asks Cloud (with his dying breath!) if he doesn’t care what happens to the planet, players can choose to respond, “Nope, not interested”.

During the Nibelheim flashback, players can make Cloud go through Tifa’s closet – presumably admitting this to Tifa and the rest of his party as he’s telling this story. It’s super weird, but it’s supposed to be super weird. The game’s not just doing a funny ha-ha pervert Cloud moment (at least not straightforwardly), it’s trying to highlight that it would be really weird for Cloud to do that, and it would be really weird for Cloud to admit he did that, and it would be really weird for Cloud to admit he did that when it doesn’t pertain to what’s happening in the flashback in the first place.

Well, if you’re still reading this, I assume you’ve already played FFVII. I hope you’ve played FFVII already! I’m about to spoil most (if not all) of it.

Before I knew anything about FFVII, I knew that Aerith died. I think I was spoiled by a ScrewAttack Top 10 or something (I found it). I didn’t really care at the time because I was younger and I had zero interest in JRPGs, let alone Final Fantasy. My friend Garrett described Aerith’s death as the “I am your father” moment of video games. Even if you haven’t played the game, you already know it’s coming.

It’s a surreal experience when you’re actually 25 hours deep though. On my first playthrough even, I was waiting for the other shoe to drop – is it going to happen here? Will it happen here? Even on this most recent playthrough, I could feel my stomach tightening when I descended those final stairs.

This is where it happens, I think.

It doesn’t hit me. It’s almost like it washes over me, in waves.

What I didn’t realize then, and what I think is a tremendous storytelling moment that isn’t really part of the conversation anymore, is how the game wrestles control away from the player right before it happens. Previously, Sephiroth forces Cloud to attack Aerith at the Temple of the Ancients. At the Forgotten City, as Cloud approaches Aerith, he also begins to lose control again – although this time, the game won’t continue until the player themselves presses the buttons to attack Aerith.

I mean, it might sound a little silly now. Obviously, you need to interact and keep playing the game to progress. But it’s specifically how the game seems like it wants you – the player – to be the one who delivers the finishing blow, which feels unbelievably and uncharacteristically cruel. When you’re spared of that cruelty, Sephiroth delivering the finishing blow feels only like the inevitable has come to pass. As if nature itself is coming to take its course.

In a meta-sense, Aerith’s death represents both a narrative focal point for both the characters and the players alike. Obviously I wasn’t part of the FFVII fandom during the late 90s (I was literally not born yet when this game was released), but I’m no stranger to reading stories/accounts of people trying to find a way to “save” Aerith from her fate at the hands of Sephiroth. I can’t be 100% certain what the culture was like at the time because I wasn’t there. But I could imagine some players remaining in disbelief, perhaps some fully expecting Aerith to return in some grandiose manner, returning from the dead, or saved in another playthrough if/when the correct prerequisites were met.

There’s something about this line of thinking, that maybe Aerith isn’t really gone for good, comparable to how many handle the actual loss of a loved one. Maybe they’re not really gone. Maybe they’ll come back.

Players know better now. Aerith doesn’t come back. We don’t save her.

The loss doesn’t sting anymore. There was someone there and now there’s not.

Aerith’s death followed hours later by the reunion at the Northern Crater is the perfect one-two punch that TKOs Cloud for the first chunk of Act 3. Cloud’s mental breakdown remains one of the big highlights of FFVII.

Going back to the idea of “character vs avatar,” although obviously Cloud is supposed to be a stoic badass, the game really hammers in the idea that Cloud is not a stoic badass at heart. As early as Wall Market, the story won’t progress unless Cloud emasculates himself by wearing women’s clothes. Also consider how mentally weak the game postures Cloud as during its second act, where he is manipulated by Sephiroth into hurting and almost killing Aerith, and eventually hand delivers the black materia to him.

All this comes to a head when it’s revealed that Cloud wasn’t even SOLDIER first class, but a low-ranking grunt – his weapon, outfit, and mannerisms based on Zack, the actual soldier he’d mistakenly believed himself to be (I haven’t played Crisis Core, so some of this nuance may be lost on me… I’ll play it someday soon).

Although I’m aware the in-game, in-universe reason for this plot contrivance is something to do with the Jenova Project or whatever, it more or less directly translates to Cloud having the Worst Identity Crisis of All Time. From a player’s perspective, however, this might be one of the most unique instances of a game attempting to “bridge the gap,” so to speak, between characters and players – by illustrating the “gap” in question.

Cloud may appear pathetic to an outsider, whose depersonalization is so severe that he genuinely believes himself to be somebody that he isn’t. Does this not feel like the game holding a proverbial mirror up to the player? As if the game is saying, “Hey, you like Cloud, right? You want to be like Cloud? How about now? Do you still want to be like Cloud? You want to pretend to be somebody you’re not?” It is genuinely uncomfortable! What’s even stranger is that Cloud somehow comes out on the other end of this situation as the Undisputed Badass and Cooler Character Than Sephrioth anyways. How he actually defeats Sephiroth at Nibelheim (and later the Northern Crater) cements him as a de facto Badass.

It’s one of those moments where, if you’re a very thorough and detail-oriented person, you might ask yourself what the point of all this even is. Cloud thinking he’s Zack doesn’t really contribute to the overarching plot, I suppose. Cloud is still a Shonen protagonist that can survive being stabbed through the chest, or falling from hundreds of feet, or having his mind broken by an ancient extraterrestrial, etc.

I think it matters because it’s a test of our faith in him.

Although Cloud puts up walls around himself when Sephiroth psychologically assaults him with images of Nibelheim, eventually he starts to crack. Eventually Cloud’s self-perception breaks and he realizes that he wasn’t able to keep his promise to Tifa, allowing Sephiroth to mortally wound her in Nibelheim. Later, we fail to save Aerith, although she’s not as lucky as Tifa and succumbs to her wounds shortly after.

Later on, we learn that Cloud technically does save Tifa and defeats Sephiroth at Nibelheim (at least for the time being), and this revelation restores both our confidence in Cloud, and Cloud’s confidence in himself.

Cloud saves Tifa in the same way Aerith saves the world when her prayer reaches Holy. It’s true that neither Cloud needed to believe he was someone that he wasn’t, nor did Aerith need to die for her prayer to work. These details are intrinsic.

No matter what, “when it's time for this planet to die, you'll understand that you know absolutely nothing… It may be tomorrow, or 100 years from now... But it's not long off.”

There’s this pervasive mood in FFVII that is unlike any other game I’ve played. Especially towards the end when Meteor appears looming overhead. There’s this feeling that our characters are at the end of the world. We’re reminded several times over, too, that no matter what the outcome of our actions here are, the world is going to end sooner or later. We’re only delaying the inevitable. But there’s also the unmistakable matter of fact that if we don’t do anything here and now, there won’t be anything worth fighting for.

So, it’s true the world’s going to end someday. But that doesn’t invalidate the struggles our characters go through. It doesn’t delegitimize the sacrifices they make in order to defeat Sephiroth.

The fact that FFVII may be – at its core – just another JRPG where your objective is to kill God, defy fate, whatever, pales in comparison to the fact that its story, the actual linear sequence of events leading from Midgar to Northern Crater, centers on disparate people coming to terms with their pasts and resolving to fight for a brighter future. That’s what FFVII is all about.

It’s not about Sephiroth, really. It’s not about Jenova or Shinra. These are the stand-ins. Icons for unimaginable destruction. Demons from the past threatening this world’s future.

As Cloud says towards the end of the game, “I think we all are fighting for ourselves. For ourselves...and that someone... something...whatever it is, that's important to us. That's what we're fighting for. That's why we keep up this battle for the planet.”

It’s the culmination of Cloud’s entire character. Beginning as an uncaring mercenary, subsequently intertwined with Avalanche because of Tifa (the only tangible connection he has to his past), creating new connections with Aerith, contending with his past in the form of Sephiroth, and then forced to confront his past(Sephiroth) when it affects his future(Aerith).

From uncaring mercenary to unlikely hero. From first class impostor to saving the world.

As the final battle comes to a head against the One-Winged Angel, Sephiroth himself, the vocal accompaniment – lyrics derived from Carl Orff’s Carmina Burana – reminds us that we are not only fighting against Sephritoh, but fate itself. There is an inexplicable feeling that we’re fighting a battle we’ve no chance of winning.

But at this moment, this one spectacular moment – as the Godhead of destruction rends planets and stars from the sky to wipe you and your friends from the face of the Earth – Cloud fights further. Did we push beyond the limits of Godhood? Did we unshackle ourselves from the chains of fate?

Or were we just lucky?

Was this our willpower? Or was it a miracle?

Was it divine intervention? Or was it fate?

The funniest thing happened as Cloud stared down Sephiroth in a black void while I stared down at a flashing, neon rainbow Limit Break icon at full capacity: I didn’t hit the button. Sephiroth took his first swing and Cloud retaliated because I’d equipped the Counter Attack materia – or I thought that’s what saved me. It turns out that Cloud will always counter attack if Sephiroth strikes first in this sequence.

Perhaps ours wasn’t the greater will. Maybe we made it here through determination alone, even if fate deals the final blow.

Maybe this is Sephiroth’s ultimate victory: the gnawing feeling that even after everything, we’re still not done here.

One day, this planet will die. All this returns to nothing.

The post-credits scene, a whopping five hundred years after the initial events of FFVII, sees Red XIII traveling to the ruins of Midgar as nature appears to have long since reclaimed the sprawling megalopolis.

Although fans didn’t receive additional information surrounding the status of FFVII’s main cast until Advent Children (which I have watched) and Dirge of Cerberus (which I have played), the original ending was surprisingly ambiguous. Did anyone survive? Does humanity persist? Is the world on the brink of extinction? Are those echoes we hear as the title card fades into darkness the ghosts of children, or signs of new life?

Even if we know the definitive answer now, there’s a wistful quality to it all. The husk of Midgar is a skeleton. Our characters have long since returned to the Lifestream. Life goes on.

One of the most beautiful, haunting, and iconic stories in the medium to date. If you can forgive the archaic design in some areas, you may even fall in love.


This review contains spoilers

I now understand why this game is so loved by many.

Having only played FF16 beforehand - going into 7 had me doubting Cloud and him being a compelling character like Clive but I was so wrong. Cloud and all the party members have their own backstories and arcs and I was compelled by basically all of them. (except Cait Sith fuck that dumbass cat I do not care if he said some soppy shit at the end to try and remedy his betrayal)

Sephiroth is cool as fuck and the flashbacks involving him, Cloud and Zack were some of my favourite parts of this story. I also really loved the visuals and what they were going for during the Tifa and Cloud Lifestream sequence (very abstract Evangelion-esque which I'm always into), can't wait to see how they re-envision those scenes in the remake.

Music is iconic and everyone knows it, not much I can say on this that hasn't already been said. Battle theme is such a banger holy shit.

My only gripes were mostly gameplay aspects - but it was expected since I'm kinda new to turn based JRPGs. The limited amount of save options which is a product of the game's time, and things every turn based RPGs have which are RNG aspects (FUCK misses) but hopefully as I play more of this genre I'll come to enjoy that stuff, but for now I'm not really into it.

played this with 7th heaven mod had an amazing time throughout the whole game and has one of the best story of all time cloud is a 10 mc sephiroth is a 10/10 villain also the cast 10/10 I LOVE CID having the voice acting mod for this game really made a difference compared to the original i love everything about this game 10/10

Hands down one of the best games of all time, if not the best game of all-time. When looking at it in reverse I cannot really find one thing or component to the game that is bad. Of course it is not perfect but FF VII has some of the best and polished turn-based RPG combat/gameplay systems (materia, limits, leveling). The mechanics are simple at its core but can get much deeper depending on how much the player wants to fiddle around. Likely the best game soundtrack/score of all time. 10/10

I found this game really awesome to play as a first-timer in 2020. I used the speed-up mechanic, and that might have colored my experience, but I really liked the way the world was crafted and the different optional characters. I loved the story and how monumental it still feels. I also liked the RPG combat with the material system. However, one thing that hasn't aged well at all is the graphical style. It looks ugly and very dated.

This review contains spoilers

I’ve played through Final Fantasy VII twice now, and I’ve given it a perfect score both times. This surprised me, as I can be a bit apprehensive about games heralded as the best in the medium. Often I find these claims only lead to me being let down. I also tend to lower my scores upon replay, as I like to have an awkward obsession with new things then realize the duller aspects once I fall out of love with them (see my shift in opinion on The Legend of Zelda: Breath of the Wild). To top all this off, my opinions on RPG design are more critical than most. I hate feeling lost and without direction in games, and I feel like this flaw is most common within that spectrum of game. With all this considered, Final Fantasy VII truly is timeless, as it turns out.

I’ll start by noting an odd charm carried by the narrative. I would hesitate to call it compelling, but it does have a strange way of grabbing my attention on each playthrough. The overarching story isn’t anything insanely striking. For its legacy to be so defined by its antagonist, Sephiroth is spectacular in every aspect outside of his writing, otherwise feeling stale and under utilized. With all that said, it has a unique feeling to it and combined with the rudimentary (but loveable) visuals, I did end up being interested in what was happening in it. To carry a story on the back of characters and aesthetics alone is notable for any game, let alone a game going for something as new and daring as Final Fantasy VII obviously is. If you’re apprehensive about it, I would recommend jumping into it, taking it as it is, and understand that it doesn’t really expect anything more than your attention. There isn’t much to read into or rip apart with it, but it’s likely to earn a smile (or maybe even some brief pangs of sadness) by the end of it. Somebody clearly cared about the story, and often that’s enough to earn my respect and at least a passing grade from me.

At first glance, I was also intimidated by the idea of the Materia system. It seemed overwhelming, and I disliked the idea of managing a set of complex abilities and individually piecing together which had an edge over others, then investing time and effort into leveling those abilities up. I initially wondered what would happen if I found that a Materia I had invested time into was losing its edge in the late game. What then? Would I be expected to grind a new one up, sacrificing my time and effort for something I would have had no idea I was doing wrong? I was completely off, and I really should get over developing such harsh preconceptions. I found by the end that experimenting with new abilities and playing around with all the Materia felt natural and fun. I made mistakes with my setups and strategies, but never felt I was being cheated by the game for not arbitrarily selecting the Materia it wanted me to at any one point. Failure meant learning more about the abilities, which was exciting and kept the combat interesting to the very last fight. This is a pretty landmark victory in design, and certainly knocked me on my ass. I have lots of praise to sing for this system. Have fun with it, it’s great.

The visuals are inspired and a lot of thought went into bringing this game to life. It really pops, even to this day, and provides a beautiful glimpse into how creative this industry once had to be in order to conquer the mountain of problems that came with three dimensions. Alongside this, the soundtrack is phenomenal, and seriously helps the game in conveying what it wants to. The text boxes come with no audio or voice acting (obviously) so the soundtrack becomes imperative in characterizing the interactions between the characters and their environment. This really helped my connection to the game, so the degree of success it found here is one I have a great deal of admiration for.

I suppose at the end of it all Final Fantasy VII wins on its creativity above all else. With this game’s remake receiving the reception it did, I’ve been doing a lot of thinking about the current industry trend, and my connection to this game is partially influenced by this. At the end of it all I worry about losing what’s exemplified in this game's design to the ever-present ideals of optimization and improvement. This game isn’t going to win any modernity contests anytime soon, that much is clear, but I still have a strong appreciation for how this game handled itself. That isn’t a slight against Final Fantasy VII Remake or any of its prospective sequels, of which I judge according to their own merit, rather it’s my own worry that those games are intended to replace the original in some way. I don’t think translating art to be more modern is an improvement over the original, and that line of thinking might present a danger to the philosophies that attracted me to games as an artistic medium for expression in the first place..

But I’m also aging like anyone else, and past a certain level of aging you just start liking old shit. Whoops. It happened to me too.

Also hey sorry for the review, next one will be a sentence long again don’t worry.

I was going to replay this game up to when the Midgar section ends because that's when the remake finished, as I wanted to remind myself of why I enjoy this game's version of this section compared to the new version which got it all so wrong, and the fact I'd only played this game for the first time 2 months ago made me think I'd not really have the energy to replay a game so fresh in my mind. However, I was enjoying myself so much I ended up completing the game all over again, with to my surprise not a single moment feeling boring on repeat.

The original Final Fantasy 7 just has something other games don't, as it's not often I'm willing to put an extra 18 hours into a game when I only wanted to put 6 hours into it. It's fair to say this game has quickly become one of my favourite of all time, and even after just replaying it I look forward to replaying it again in the future.

Historically I haven't had the best of luck with RPGs, so I was always a bit hesitant about the Final Fantasy series, but after getting Final Fantasy 16 recently and enjoying that, I decided to give the classics a try, starting with 7. Initially I was going to try Remake first, but was recommended to at least try the original game with all the recent Quality of Life changes, and I'm glad I did.

I ended up playing the Switch port, which I think was a good idea. Most of the playthrough I played with random encounters disabled, only turning them on from time to time to grind some levels (I think I spent ~40 minutes in the entire playthrough actively grinding) or whenever I got to a new zone, just to get a feel for the enemies, as well as keeping them enabled for the entire final dungeon so it'd feel a bit more like it was supposed. Disabling encounters was good for me since otherwise I felt like I was being punished for exploring, since I found the combat system...fine, but not the most engaging, at least in 2023.

The story is the key reason to play this game, at least in 2023 unless you have some nostalgia for the game from before. I struggle a bit to keep up with stories in reading-heavy games, but despite the lack of voice acting this story hooked me early on and I could hardly put the game down

For me, the gameplay itself felt a bit dated, which makes sense given it's from 1997, so although I'm on the fence about coming back and doing something closer to a 100%/perfect game, I probably won't, but I'm happy I got to experience the original story. Doubly so because even after 26 years I had somehow not really gotten spoiled on the story.

I tend to get pretty irritated with a lot of older games, and especially older RPGs, but FF7 really does have that magical charm that kept me from being annoyed and rather had me entranced throughout its entire runtime.

The opening hours of Midgar might be one of my favorite openings to a game ever, as Midgar just has such a spark to it that had me intrigued and immersed at every moment during those first few hours of gameplay. The heavy atmosphere of the covered roof slum is genuinely so immersive and paired with great characters, it all made such a wonderful time exploring Midgar.

The characters are pretty charming and I liked most of the main cast throughout my playthrough, but I do feel like there could've been a bit more progress on Sephiroth's characterization, even if he is really good at being intimidating, I never really felt like he was some character, but rather just some menacing force, and this did leave a bit of a sour aftertaste as I didn't feel his presence as much as I expected.

And the music. Fucking fantastic from start to finish, Uematsu really shows off his prowess and like GOD everything was SOOO fucking fun or emotional or powerful in this soundtrack, I adore it front to back and really am looking forward to playing the other FF games to hear more of his stuff.

FF7 is really a timeless game that I have some issues with, but that magical feel to exploring such an interesting world with really great characters shines over that beyond everything, and it really deserves the masterpiece title for holding the test of time and my own ADHD-ass attention span whilst being this old. Damn good game.

It took me a long time to get to FF7, but I was absolutely floored by this game. The ambition on display here, surely unprecedented for its time, is outstanding. Fantastic customization by way of the materia system and deep RPG elements, a notably memorable cast, and an exceedingly well realized world all contribute to an overall package that feels pretty damned special. Better late than never!

I wasn't expecting too much of this game, I know this is FF VII that I'm talking about, but I've never really played it entirely, just because I thought the plot was very simple and shallow (big corp evil, save the world from pollution and other evil things and such), and the only time I really tried to play it, my psp with the game save was stolen. Now about the game itself, the first act is one of the most famous story plots in gaming history so I wasn't that much of surprised with the things happening, at that point it was an 3/5 stars for me, and it kept me really thinking about why do people think this is one of the best games ever? And my first conclusion about this was that the game was released at the right moment and right time,a solid game with graphics that were outstanding at the time and mechanics that are pretty neat and innovative, it was a fresh start for Square during the playstation 1 era. But suddenly as the storyline progresses and you encounter Cid (one of my favorites characters in the game) the characters really starts to shine, with each one having different interactions, and they really sounded like very different people, each one being very unique and having very contrasting traits. And of course the best part that I didn't saw it coming was Cloud Strife's past, I've never seen very much about him before playing it, for me he was just a badass edgy character and the true motive of him being such a dork during most of the game was because he really was very egocentric. But in fact Cloud Strife is one of the best written characters of the game industry, this single character made me change my whole perspective about this game and the real meaning behind it. Finally, the end of the journey was very satisfactory and for sure Final Fantasy VII will stay in a very special place in my game shelf.

An obvious classic that fully clicked for me when I got to the “subconscious” portion of the game but gives me the rough realization of “what the fuck they really ruined Cloud’s characterization post-FF7”

Like bro is suppose to be a twink loser who’s endearing of his friends why did they just make him a stoic “”cool”” emo kid instead???

I don't know if I can ever connect to a retro JRPG the way that so many people put them up as "The greatest games ever." I went through FF6 and Chrono Trigger , and now FF7 and came away with "I can see how thats cool, but I'm not attached to it." The only JRPG I've really come out of loving is Dragon Quest XI, but that has the benefit of being a modern game.

I feel like my main problem is I never get attached to the party members, and I think its the text based dialogue(?). Maybe not just that, possibly also the amount of time actually spent with the party, doesn't feel like its enough. If there was voice acting and a good performance, that could be alleviated i think.

Another reason for that in FF7 is I don't think the party members feel unique mechanics wise. So I'm not getting super attached to these characters because I love how they play, or through the way they are portrayed. FF6 I got to enjoy Sabin because he suplexed and shit; the FF6 cast had a lot of unique stuff going on for them, but FF7 its pretty much only limit breaks. The materia system is cool, but it blends everyone together. Kind of hate it when JRPG's restrict story moments to who is currently in your party, and not just summoning everyone to talk at once, perfect opportunity to spend more time with people.

I will be trying FF7R at some point because I feel like I will just like it more for the above reasons.

I did enjoy the beginning of the game up until the first Nibelheim flashback, then the openness truly took over and made me start groaning. Felt like the game was floundering for a while until I got to Nibelheim. From there to the ending is cool though.

I did start cheating at Demon Gate in Temple of the Ancients though because that boss just pissed me off and I loathe grinding XP/AP. I have cheated in every JRPG I've played and I probably won't stop (though in DQXI it was just the secret boss, I actually did enjoy grinding in that game).

I do constantly think about Cloud and his fruity little poses, stuck in my brain.

This review contains spoilers

Realmente um dos jogos já feito, muito bom, simplesmente fantástico...

Zerei com quase 62hrs, nivel 99, o coitado do Sephiroth apanhou bonito no final.

Just to be completely transparent right off the bat, this is primarily a review of the narrative, setting, and basically everything except gameplay in FF7 since I employed liberal use of the almost-too-useful in-game cheats that are available to you in this remaster and more or less sped through the entire game.

You might argue that's unfair to such a classic, and that's true; however, in all honesty, if it weren't for Remake essentially making the original required reading moving forward, I may not have touched the original game, at least not before all the remake parts came out anyhow. Not for some sanctimonious reason but pretty much entirely because I'm not a fan of the game's pseudo-turn-based ATB system and much prefer the remake's blend of real-time action and strategy.

With that aside, as for the original Final Fantasy VII's narrative and characters...

I mean, I basically already ‘got it’ by osmosis of internet gaming culture even before Remake came out, but seeing it for myself, I have to say I fully understand the hype and deep love and respect so many people have for this Final Fantasy in particular now.

It's a great story, told very well, with a lovable cast of characters and a truly memorable setting. Basically, everything you'd want out of a fantasy story, or really any story.

The character writing is well done indeed, for the most part. As for Cloud's characterization in particular, I can certainly see why many prefer him in the original and how they may have felt he was a step back in Remake. However, as they say, "let them cook."

Not all of it is a winner, though, and can feel overly cheesy and very 90s at times, if you catch my meaning.

Still, despite my super-speedrun first playthrough of FF7, I came away fully appreciating and agreeing that it is indeed a classic and a hallmark of video games as a medium for storytelling.

Since FF7 Remake was my introduction to this game's story and universe, however, I do prefer it and have a strong bias towards it as a result, much like OG fans have in the other direction.

And yet, while OG FF7's gameplay may not be my thing and I shortcut most of it, it still overall gets a very high rating for me since its strengths are SO strong that they kind of overpower everything else. A true classic of our time.

8.5/10

o jogo é maravilhoso, tudo nele é praticamente perfeito, tirando algumas poucas vezes em que eu tinha q fazer respiração boca a boca ou pilotar uma moto e os controles da steam tavam uma merda e todos confusos, tipo quadrado era L1,
triângulo era start, quadrado era triângulo, era impossível fazer qualquer outra coisa que não seja combate e por falar em combate, eu curti muito o combate do jogo, é muito bom e as combinações de materiais que dá pra fazer são muito fodas

Much ink has been spilled about how Final Fantasy VII revolutionised JRPGs and gaming as a whole and with good reason. Its infinite charm has not tarnished over the years and its fantastic cast of weirdos still hold up as some of the most iconic in Final Fantasy.

The game is bursting with hidden secrets, materia is still a really great system with a lot of flexibility and the soundtrack is Uematsu’s finest work. It's perfect and don't let any cowards tell you otherwise.

Achei bem fofo, confortável e inteligente
Não em termos de mecânicas, os melhores momentos de gameplay para mim foram as setpieces que fogem do padrão de gameplay de JRGS, mas não levem muito isso em conta afinal, usei save editor para deixar o jogo da forma que achasse melhor.Até porque, gameplay aqui não importa tanto...

Gostei dos personagens, mas esperava me envolver mais, senti que parte da minha conexões vieram de relações estranhas ao jogo(VincentE sendo o mais edgezão maravilhoso morbing time, mas dentro do jogo ser inexpressivo). Porém, foi o suficiente para eu me conectar ao ponto de me sentir abraçado, é um jogo carinhoso e em vários aspectos entendo afetar tantas pessoas.
Conseguiu me surpreender até o fim.

FANTASTIC game; one of my personal top tens. The windows port? Not so much. I originally played FFVII on the PS1 during the pandemic and it left a huge impact on me. I bought the port on sale hoping to get all the steam achievements and complete the game since I missed a lot of side quests on my first run through. However, I don't think I'll be doing that. In my opinion, the issues this port has are deal breakers for me. The controls are difficult to set up properly for a gamepad and there is some amount of input lag that I can't get rid of. The lag is most noticeable in battles, ideally you want to have quick menuing to get an action in before your opponent and the lag can make menus feel clunky at times. The graphics in battles occasionally have some issues being emulated properly too (like certain special effects and the HP/MP bars). I'm overlooking issues with the game itself (like the run button and lower framerate etc.) because those issues exist in the original release and other console ports for the game. Personally, I would rather replay my physical copy than the windows port even if it means missing steam achievements.
If you've never played FFVII and you enjoy RPGs, I would still recommend you play this at some point. Just maybe consider a different port or the original release.

Sephiroth is in it how can I not give this a 5/5 stars

This review contains spoilers

Up until last week, I had never played Final Fantasy VII. I'm not exactly much of a JRPG person. But one thing has fascinated for the last few years, and that was the discourse surrounding Final Fantasy VII Remake, namely rather than being a retelling of the original game's story, it introduced changes and new elements that turned it into more of a commentary on Final Fantasy VII and its impact. Anyone who's followed my reviews on here and other sites can probably guess that this kind of discourse immediately put the remake on my radar.

Like I said earlier, though, I'm not much of a JRPG player. However, I knew that if I was going to play Final Fantasy VII Remake, I needed to play the original Final Fantasy VII first so I could appreciate it on its own before diving into the remake and trying to decipher what exactly its changes and additions meant. Which meant playing 30+ hours of one of my least favorite types of games: a turn-based RPG.

For what it's worth, Final Fantasy VII, despite being such a formative staple of the genre, actually uses a system that separates it from a typical turn-based RPG. The "active time battle" system means every individual character and enemy's turn is dictated by an individual timer rather than waiting until every single player on the field has acted. Which means that while you're busy choosing actions for one character, the enemy is already recovering and might attack you before you finish.

This system didn't really grip me at first, it seemed like a useless change that didn't solve my two issues when it comes to turn-based RPGs: my own impatience and the inability to truly react to your opponent. Impatience is self-explanatory, but by "inability to react" I am referring to the fact that when an enemy does an attack, you have no real way of intercepting or countering, you will simply get hit and there's nothing you can do about it unless there's a chance it misses or something. Of course, the player has the same advantage against enemies, but the "fairness" of the design doesn't change how frustrating it feels when an enemy just suddenly busts out a move that you couldn't have anticipated and ruins the fight for reasons that were basically out of your control because you couldn't have taken it into account on a previous turn.

Active time battle, again, isn't actually that much of a solution. There's still a lot of sitting through animations, so it's not as if battles are actually quicker than in a typical turn-based RPG. And for the most part, because the game pauses during certain animations, you're still not afforded the freedom to react. I pretty much hated the combat system for the entirety of Midgar, a 6-hour "prologue" of sorts. That is, until, I finally reached battles challenging enough where I was being asked to consider healing not just between fights, but during. In a regular turn-based RPG, when a character is low on health, although it's kind of scary, it's not truly a big deal, you just go into the menu and use a potion or have your healing character cast a spell. Your only worry is if you'll be able to heal enough to withstand the next attack, which usually isn't a problem.

In Final Fantasy VII, every frame you spend in a menu brings the enemy an inch closer to attacking again. So you don't just have to heal, you have to heal fast. Some battles got so frantic to the point where my optimal strategy genuinely came to be giving every single character a Restore Materia just to make sure I could not possibly miss a chance to heal. This worked to an extent, but once certain bosses started to whip out attacks that hit the whole party, even this lost its usefulness. The solution to this problem is where some aspects of the game's age began to show.

As with a lot of old games, sometimes the tutorializing is suboptimal. One flaw in Final Fantasy VII in this regard is how poorly it explains the Materia system, which essentially allows you to equip magic and various other abilities to characters. This is good on its own, but Materia's real power is meant to shine when you pair it with support Materia that augments it. But the actual text explaining what these support Materia items do is not always very clear. I genuinely did not consider that "All" Materia was referring to area-of-effect until the walkthrough I was using mentioned how useful it would be for an upcoming fight. It's almost essential that you have at least one character with a Restore Materia augmented by an All Materia or else you simply will not be able to prevent your party from getting wiped in some fights.

Once I realized this, of course, the game instantly became more fun. Suddenly I found myself rushing to queue up a party heal during an enemy's lengthy attack animation when I knew significant damage was coming up. It's the closest a turn-based RPG has ever come to emulating the feeling of an action game, and for that, I do have to respect the design at play, especially for a game from the 90s where I wouldn't have expected such deviation from the norm.

But enough about the gameplay. Although that certainly will be a point of comparison I have to consider when it comes to Final Fantasy VII Remake, obviously the main thing I'm here to compare is the story. So, what do I think of the story of Final Fantasy VII, one of the most highly regarded, iconic, and influential video game narratives of all time? Dear readers, I desperately wanted to have a hot take here, I cannot help but enjoy being a contrarian sometimes. But only when I'm honest about it. And here, my honest statement is - it's almost as good as people say. Not flawless, as we'll get to later, but it lives up to its reputation.

Final Fantasy VII is most well-known for its strong environmentalist themes, and that's evident almost immediately. Shinra, both a major corporation and the primary government of Final Fantasy VII's world, powers the world's technology through a substance known as "Mako", but the production of Mako is slowly killing the planet. Our protagonist, Cloud, finds himself in the fight against Shinra alongside two of our other main characters, Barret and Tifa, in the resistance group AVALANCHE just before the game begins. Although Cloud isn't much of a believer in the cause, AVALANCHE's goal is to stop Shinra from killing the planet by any means necessary. The first several hours take place entirely within the Shinra capital of Midgar as Cloud, Barret, and Tifa fight Shinra and attempt to protect their new friend Aeris who the Shinra are after.

Although I had not played Final Fantasy VII before, I did absorb a lot of discourse over the years. One criticism I've heard is that these those environmentalist themes sort of fall by the wayside after the group leaves Midgar, especially since towards the end of Midgar they lean more heavily into more traditional fantasy instead of the more sci-fi approach the early hours took. I think it is fair to say that the game certainly expands beyond that laser focus we see in the Midgar section, but I would argue everything those opening hours establishes still remains at the heart of the story for almost the entirety of the dozens of hours it takes to beat the game.

For one thing, Shinra's influence is still felt beyond Midgar. They are the government of almost the entire known world, after all, and will constantly interfere with our heroes along every step of their journey. Not to mention, their Mako reactors are everywhere. On top of that, even the more fantastical elements connect to Shinra. A crucial plot device to the world of Final Fantasy VII is the Lifestream, the combined sum of all the planet's life energy. All living things are born from the Lifestream, and everything that dies returns to the Lifestream. The reason the production of Mako causes such harm to the environment is because it essentially "uses up" the Lifestream's energy, leaving it unable to return to its source and disrupting that fundamental cycle.

And then we have the main antagonist, Sephiroth. Sephiroth himself is the product of a Shinra experiment, and now intends to destroy the world upon learning the truth of his nature. Although, he learns two different stories. The first being that he is the son of Jenova, one of the Ancients, also known as the Cetra. The Cetra were a nomadic people deeply in tune with the Planet and the Lifestream, but were wiped out in a catastrophe, abandoned to their fate by humans who chose the path of remaining in one place, destroying the environment and harming the Planet for the sake of building their cities. Sephiroth's reaction to this version of events is one of vengeance, wanting to punish humanity for their crimes against the Cetra and the Planet as a whole. Although most of this story ends up being untrue, it immediately justifies the pivot from Shinra as the primary antagonist to Sephiroth, as Sephiroth becomes more than just a singular figure, but this manifestation of all of humanity's sins coming back to haunt them.

However, the truth of the matter comes slightly later. "Jenova" is not a Cetra, nor is it Sephiroth's real mother. Rather, it's an alien entity that crashed down on the planet two thousand years ago, the "calamity from the skies" that brought about the aforementioned end of the Cetra before it was eventually defeated, leaving Aeris' family line the last remnant of her entire race. Sephiroth was created when his pregnant mother was injected with Jenova's cells by his father, Hojo, though Sephiroth does still seem to believe he is the direct offspring of Jenova. Regardless, he is aware of Jenova's true nature, and now seeks to finish what it started and kill the world, so that when the Lifestream attempts to "heal" the dying Planet, he can absorb its energy and rule the new world as God.

This new backstory and motvation does still have its merits. It makes Sephiroth an interesting parallel to our main protagonist. Cloud is a former soldier constantly looking up to others. First his hero Sephiroth, then his friend in some nebulous, undefined war, Zack, who would eventually die at the hands of Sephiroth. Cloud, though injected with Jenova's cells in an attempt to recreate Shinra's perfect soldier Sephiroth, never ended living up to his heights. He wasn't even as good as Zack. He was a failure destined to remain a nobody. So when he reunites with his friend Tifa a few years after the tragedy that destroyed his hometown and left him traumatized, he sort of tricks himself into believing Zack's feats were his own. Not maliciously, since he seems to believe the lie himself, but it's a lie nonetheless. Cloud is full of self-doubt, and he doesn't know who he is or who he wants to be, so it's easy for him to just want to be someone else.

Sephiroth, on the other hand, believes he knows exactly who he is. Sure, it's a momentary crisis when he learns he might be some kind of science experiment, but this only fills him with new drive, new purpose. Him being the product of an alien bent on destroying all life on the Planet doesn't give him pause, make him doubt what he's fighting for. Instead, it only makes him more sure of himself. Gives him a sense of destiny. He was brought into this world to become the God his "mother" never could, and he will stop at nothing until he achieves it. Such certainty is born from tremendous ego, literally exerting his will over that of the entire Planet.

Thus ends up being ironic in two ways. The first is that said ego gives him more in common with the Shinra and the humans he detests than he realizes, prioritizing his own ends over the good of all life on the Planet. The second is that as we learn, Jenova's cells exert subconscious influence over everyone who has them, slowly desiring to converge and resume Jenova's mission. Although I don't believe it's ever stated, there's no reason to believe Sephiroth is any exception. His entire sense of self is likely a myth. A puppet of Jenova's will, mistakenly believing his desires to be his own, much like Cloud did with his fallen friend Zack.

But as I alluded to a moment ago, I don't think this second version of Sephiroth's backstory is quite as tight and cohesive as the first one. I do think it is still, overall, the better choice for the story, I don't think they should have had the original version of events turn out to be the truth. Otherwise the game doesn't really have much more of interest to say than "humans are destroying the planet and that's bad." It's true, obviously, but what would fighting Sephiroth really represent other than saying that the entire human race doesn't deserve to be punished? That being said, there is something to be said about humanity's selfishness allowed them to turn a blind eye to the dying Planet, and how Sephiroth being a descendant of one of the Cetra, the people who wanted so desperately to protect it, turns him into more than an individual. How his evil is not born only from within, but from all the problems the world has been facing for the last two thousand years.

The truth of Jenova, this alien being from outside of the Planet, kind of undermines this. Jenova is a complete outsider. This is a very text-heavy game, so maybe I missed something, but it's not really explained what Jenova is, exactly, other than some sort of parasitic alien. I think this ambiguity is a strength, to be clear, but what does Jenova really represent in the context of the environmentalist themes? It's not born from the Planet, nor the abuse of the Lifestream by humanity. So for Sephiroth to be enacting Jenova's ends, either as a puppet or just trying to finish what it started, we sort of lose his connection to most of those environmentalist themes. Humanity's only real involvement in creating Sephiroth, in turning him into the man he is, is Hojo's experiments. The fault now rests entirely on individuals, rather than a broader societal failure.

This issue is compounded by the reveal of the way Sephiroth intends to end the world and remake it as God, a visual from the game so iconic it's part of the logo - Meteor. You would think at this point in the game, especially with Shinra being a presence, you'd want to find some way of tying these two threads back together. Shinra is killing the Planet through its actions, and now Sephiroth wants to kill the world so he can remake it in its last moments of life. What Shinra is doing accidentally (or rather, as a side effect of their actions that they're willing to ignore) Sephiroth intends to do with intent and malice. But it turns out, rather than killing the Planet through any of the means by which it's already dying, instead he's relying on some Cetra magic from thousands of years ago that also conveniently has planet-killing capabilities.

Obviously, I get why this happened. For one thing, going into the second half of the story, it certainly raises the stakes to have this singular impending event of destruction. And within the rules of the fiction, Sephiroth's method of destroying the world needs to preserve what energy remains in the Lifestream, which means if he destroyed the world with Mako reactors or a similar process, he wouldn't be able to become God, everything would just die forever.

But I think an answer was staring them in the face here. Perhaps this will get a bit fanfic-y, me suggesting a rewrite to a game that is nearly three decades old now. But at the same time, Square Enix and Tetsuya Nomura are clearly willing to spend millions and millions of dollars and most of the 2020s on essentially telling a high-budget fanfic rewrite of the original game, so I think I'm afforded that right in this review, too.

So, Sephiroth obviously can't just will something as powerful as Meteor into existence. As we learn shortly after the reveal of its existence, it requires a powerful catalyst known as Black Materia. In the world of Final Fantasy VII, Materia can be formed in two ways. The most common one is as one of many byproducts of Mako production, making Shinra the world's primary supplier of Materia. But also, rarely, the Lifestream's energy crystallizes on its own, which is how Materia was created and used before the time of Shinra. The oldest and most powerful of these Materia are the Black Materia and the White Materia. The White Materia is used to cast Holy, a powerful spell that essentially allows the Planet to do whatever it believes is necessary to protect the Lifestream. Black Materia, on the other hand, has the sole purpose of destruction, hence its use in summoning the world-ending Meteor.

But what if the Black Materia wasn't this ancient thing that had always existed? What if it was moreso a theoretical possibility, a thing the Planet warned about but did not come to be in the time of the Cetra? In the game, the Black Materia takes the form of an entire temple, but can be shrunk down into a usable size by completing various puzzles. This explanation is pulled almost entirely out of thin air. It's not clear how or why the Cetra built a temple out of Black Materia or how they were able to grow and shrink it like that. And I get it's magic, but this entire thing is basically born out of nowhere basically just to justify a single (admittedly important) character beat for Shinra double agent Cait Sith.

But let's say none of that happened, and once the characters learn about Black Materia, it doesn't turn out that they're already conveniently standing inside of it. Instead, it's a theoretical thing that they just know Sephiroth believes exists somewhere in the world. Where, or rather what, could the Black Materia be in this hypothetical alternate version of events? And how could it better tie into the Shinra story thread and its associated themes?

Well, all Materia is just the Lifestream's energy condensed, right? And Shinra is using the Lifestream's energy to create Mako. And here we're already telling an environmentalist story where the production of that energy is sucking the life out of the planet. What if, much like in our own world, some energy sources produce toxic waste that can cause ecological damage, Mako produces waste of its own? Spoiled energy from the Planet, unable to return to the Lifestream, left to fester on its own and, much like ordinary Materia, gradually crystalize? Rather than some random temple, this could be your Black Materia.

It's clear that the "Black" in the name isn't just referring to color, but a more metaphysical darkness or corruption. So it being born from Mako, itself a perversion of the Lifestream certainly seems logical to me. It just feels so much more impactful when I imagine that the catalyst that Sephiroth needs to end the world is something that is, once again, born from humanity's abuse of nature. Instead, it just isn't really explained why Black Materia (and the subsequent world-ending spell it casts) exists. It just does. A meaningless macguffin that the characters can toss around before it finally ends up in Sephiroth's hands once and for all, with absolutely no greater narrative significance.

And this isn't a problem because I need magic to have an explanation inherently or anything, but rather, the obligatory nature of Black Materia's existence is sort of the final nail in the coffin in terms of how the game's Sephiroth and Shinra threads don't really tie together by the end, despite being so intrinsically linked from the start. Because without this, there is absolutely nothing about Sephiroth's entire goal that has anything to do with the ecological consequences of Shinra or humanity's lifestyle. Hojo would still be a mad scientist trying to create super soldiers with Jenova's cells no matter what, which would always inevitably lead to a Sephiroth trying to finish what Jenova started long before humanity turned their backs on the Planet.

So hopefully this overly long detour about a seemingly small and insignificant plot device like Black Materia made sense by the end. It's not that Black Materia is the only way they could have fixed the problem, but it certainly seems like the most obvious one. Sephiroth's destruction being born from humanity's mistakes would even enhance the ambiguous ending. The game literally cuts to credits at the climax of this clash between Holy, a spell born of the will of humanity fighting for the Planet's future, and Meteor. If Meteor worked a little bit more like I suggested, then it becomes this metaphorical collision of the best and worst of humanity, and you're left to decide for yourself which one the Planet deemed representative of the fate of the human race. (Though, while I haven't seen Advent Children, the very existence of a proper sequel narrative set before the game's epilogue seems to definitively answer this question.)

Hopefully amidst all my complaining, I don't come across like I dislike this story, or that it doesn't deserve the legacy it has. But not even the most iconic stories are beyond criticism. That the game presented such strong ideas and themes that I was even able to talk about it in this much detail should be a testament to just how much of a landmark this was for video game storytelling. It's not some bad story because it got a few things wrong, it's a great game because of just how much it got right. It raised the bar for a reason, and I'm only more curious to see what exactly such a drastic remake of this game looks like now.


Despite a very obtuse, frustrating, and mind-bogglingly bad ending section (unless you're OP I guess), this is a masterpiece in every other way and is deserving of every ounce of praise it's gotten. The story is layered, emotional, exciting, and well written. The party members are all unique in their personalities, motivations, and what they offer to the game in battle. The soundtrack is nothing less than an absolute triumph in game OSTS and is peak. The designs, atmosphere, cutscenes, and everything artistically oozes with unmatched style. I loved this game so so much. The gameplay loop is addicting and the battle systems are so deep with so many different spells to cast and various options to test with. The Materia system, while tedious to navigate, is a great way to have so many of these awesome abilities to be available to you in battle. The open world is so great and is insane that this is a game from the mid nineties. There's still a few areas and hidden bosses that I haven't explored or conquered yet. I loved the different forms of transportation. I loved how in every area of the game there are secret items to uncover along with branching paths. It was really cool when the game branched off and has a one off gameplay section that was nothing like the core game. There's just so much to it. Thanks to the gorgeous pre-rendered backgrounds, the architecture and designs of each world and the story of what they are trying to convey is done impeccably. The dingy, steam-punk aesthetic of Midgar, or the extravagant, bombastic design of the Golden Saucer. It's all done in the most interesting and masterful ways. This game has so much charm to it as well. Even when I was stuck in the end and faced a lot of frustrating hurdles, I went on to grind for hours and hours to beat it despite that because I loved it so much. Please play this. I can go on and on about why this game is so special and groundbreaking. One of my favorites of all time now for sure.

There’s something comical going into one of the most widely beloved games ever made and coming out with one of my favorite games of all time. It's the ideal punchline really. I expected to like the game, sure, but why didn't I anticipate something more than that from Final Fantasy VII? Instead I spent so much time going on a pilgrimage, having the exact same deep-seated reaction over and over again: "I get it now".

Funnily enough, the person 2 reviews below this one presented with their review the exact same gif I sent to my friends several times. It's a common sentiment, I suppose.

One of the reasons Xenoblade Chronicles 2 is near and dear to my heart, despite the myriad of structural issues playing it, is how much the game feels like an honest-to-god adventure. It was one of the first games to give me such a strong feeling, adventuring through the vast and varied worlds of the cloud seas, and few games in my (admittedly limited) playography have captured the vibe since then. Then playing FInal Fantasy VII, that strong feeling returned to me. Even if on paper there may not be that many locations, with many of them being made up of like 2 screens and a couple of room interiors, the game makes it work sooooo well. Going from the slums of Midgar, out into the world across several coastal towns, into the mountains and eventually snowcaps, ultimately into the skies above (and beyond even that!); you feel like such a small part of the game's world and it's incredible. Thanks to the use of pre-rendered scenes, the game manages to make its world so unique and varied in a way just can't replicate with the constraints of a reasonable development.

It's a damn shame no non-Nintendo company realized they shouldn't burn all their dev materials the second a game is out until the 7th generation. Yet even in their 240p glory, the backgrounds of this game still manage to be incredibly evocative, contributing a great deal to the game's scope and beauty. There's a certain charm to the contrast of fidelity in the game as is, with the blocky but incredibly sharp models on the high-fidelity but low-res backgrounds. Then sometimes the background becomes a FMV and, sure, it's blurry as hell, but woah! They're allowed to do that?! It almost feels like the game breaking its own rules and ends up always being a surprising little treat.

With the world being so compelling by itself, it adds a lot to the moment-to-moment exploration of each area. There's so many little secrets tucked away, often in the form of some useful materia, that makes the deeper exploration worthwhile. Aside from the normal on foot exploration, the game throws in so many crazy gameplay moments that, for the most part, all work pretty well, whether it be performing CPR on a child, trying to escape an execution chamber, or stopping a train. We don't talk about Fort Condor. The trek up Great Glacier was a particular highlight, with the need to warm up and the ending section of being lost in the snowstorm capturing the vibes of an arduous mountain hike incredibly well. For as many wild swings this game takes, it's incredibly impressive and a testament to the game's legacy how much of it holds up perfectly.

And throughout this exploration is, of course, the combat. I was initially a bit uneasy upon the realization that the Steam version lacked a few of the "cheats" available in the more modern console versions, aside from being able to go to the Squeenix website and mod your save file so you have max of everything???? That's not fun! I might not have gotten through Mother 3 if it wasn't for the save states and speedup features for grinding thanks to an emulator, even though I loved that game. Fortunately, it soon became clear that's not an issue, thanks to FF7 being an incredibly easy game.

Instead of a struggle, the combat becomes a playground for trying out the game's coolest feature: the Materia system. By giving every character essentially the same pallet to work from, the party ends up being incredibly morphable both for when the situation calls for it or just when you feel like changing things up. Adding in the enhancement Materia allows for so much stupid but incredibly fun opportunities, like making Cloud attack twice and have a chance to poison enemies upon hit (until hitting a boss that's immune to poison and, well, oopsies!) or having a full team heal spell that's incredibly MP efficient. I particularly loved the Enemy Skill Materia—which I did not know was in the other games as well until after beating this game, besides XV cause that game sucks—giving me an ever-expanding rolodex of unique moves that made Tifa (my E. Skill wielder) the clear MVP.

Perhaps my main reason for not expecting such a strong attachment to the game was the belief that I had already grasped onto most of the story through cultural osmosis. But two things surprised me: 1) Aerith's death acted as something of a vortex sucking up most discussion of the game, and so I ended up never having heard of several major plot points prior to playing the game 2) even things that I did know, watching them occur in game with all the tact the game has just makes them hit different. The way the game builds up and lingers upon Aerith's death is so artistically gripping, it was able to make me a bit emotional even knowing full well what was about to occur leading up to it. There's something incredibly special about the fight with JENOVA afterwards, with Aerith's theme playing over the entire duel, and then JENOVA eventually running out of "energy" and just letting you slay it. The entire ordeal feels so mournful, a reminder what exactly you're fighting for.

The way the entire cast comes together over the course of the game, from a rag-tag group each with their own goals brought together by convenience more than anything to a strong support group. The case does have its issues. Some feel a bit underdeveloped (Cid, Vincent despite how AWESOME he is), Barret is very clearly butchered by a translation and perhaps original script that feels quite racist at times, and Cait Sith can really just go fuck himself (regardless of how funny the Cait Sith 2 bit was). Yet, those issues largely melt away in a really loveable group that was always a joy to see talking to each other in the big "roundtable" scenes.

At the center of it, both literally and emotionally, is Cloud, who came out of it being one of my favorite characters in videogames. His incredibly messy arc of growing from a traumatized, fraudulent mercenary into someone who truly cares, motivated by the others brought into his life (and more importantly, Tifa) is a really compelling experience (something that's being built upon interestingly in what I've played so far of the remake). The final speech he makes to the party, compelling them to go out and find their own reason for fighting, something more personal than the fairly nebulous goal of "fighting for the planet"—that he wouldn't blame them if they don't end up returning in their final days—wraps up the game's themes of life and purpose so succinctly, and shows how much Cloud has grown himself.

There's so much more that could be said about this incredible experience, and obviously a lot that has been said over the past 27 years, much of it by people far better at writing than I am! It feels so great to finally be in-the-know about this special, special game, to truly understand the fervor brought about by its long-anticipated remake, and now getting wrapped up in that anticipation myself. Even after the journey came to an end in its beautiful finale, I was immediately ready for more of this world, hence why I started playing FF7R the same day, and will be there for Rebirth on PC day one no matter what. There's good reason it's one of the most beloved games of all time, and it has all the right to remain that way.

Good classic JRPG, has a sort of prog-rock feel to it in that it has a lot of weird things in it that feel experimental.

A clear vision of the crossroads the franchise sat at, Final Fantasy 7 is at once immediately recognizable as Final Fantasy 6's successor and as a harbinger of the design and installments that were to come. While- similar to FFIV's jump- a lot of wow factor that must have been present at release is gone, (or even turned against the game in the case of its 3D models....) this is still a notable shift forward in some specific ways for the franchise.

Yes yes- the shift to 3D and prerendered backgrounds and CG cutscenes are the most obvious "progressions" from the outside. (Though I'd have a hard time saying the game looks better than its snes predecessors in the modern age) But those are fairly superficial as the level design is still firmly grounded in the 2D layouts and traversal of prior FFs. In fact, even its equivalent simpler layouts are more confusing to read than prior installments' thanks to the busier scenes depicted and fixed, often awkward camera angles forced by the prerendered backgrounds. It's a clumsy if necessary first step into this world and I'm willing to cut it a little slack as the first mover in the franchise, but it's not the upgrade that sets 7 apart now.

That step forward comes instead in objective/mission/scenario design. An early event in Wall Market sees Cloud and crew chatting up the locals in specific sequence to work out the solution to a problem they're facing. You'll run an errand for one person, compete in a minigame to obtain other needed items, and persuade another with an.... out of the box solution to let you where you need to go. As the game goes on, the player encounters more and more one off minigames, at a pace that would impress even similarly inventive more modern titles like Super Mario Galaxy.

Unfortunately, where a game like SMG holds a certain level of consistent quality between it's one off gimmicks, FF7 does not. You'll frequently be presented with an entirely new control scheme that may or may not hold up to any genre equivalent standalone titles, only further complicated by the fact you'll need to employ it in its entirety immediately with no ramp up time. Some are just plain boring. Others hold a spark of a cool idea but don't quite nail enough of the implementation to work for me. (A RTS lite scenario comes to mind here) Still others do a passable enough job at what they're attempting that the brief sojourn into a bike chase or submarine fight or whatever is a welcome curveball in the game's pacing. And other variations in the mission design come not from a minigame but in twisting the established franchise gameplay of traversing a map and battling enemies into new form. (I particularly liked a snowy expedition that tasked the player with using a crude map to navigate an expansive, open environment) All told, the changes here are numerous and, while again clearly clumsy at times, a firm leap into the kinds of variety the franchise would begin to refine for its dungeons and quests to come.

If its lavish production values, step into the world of 3d gaming, and more diverse scenario demonstrate its part in the evolution of the franchise towards the future we know today, where then does FF7 show its connection to the past- and FF6 in particular- as I alluded to at the start? Well, for one, the world and its societies continue to hone the more specific direction of 6's.... magicpunk? aesthetic away from the more generic fantasy adventures of the preceding adventures. Midgar, in particular, is the single most well realized setting to date in the entire franchise, with fairly clearly dileneated factions and conflicts that have put those factions where they're at. A cyberpunk dystopia drawing clear influence from the surge of material in that space in the 80s and 90s. Even if derivative of them in its own way, the grounded and textured nature of it is refreshing in a similar way to Narche from 6, only expanded much further.

Next, the materia system 7 utilizes for its character progression and building most closely follows its immediate predecessor over the job centric 3/5 (and i guess technically 1) or 2's experiment. Characters don't take on roles; they simply equip the item- materia in this case over magicite- that bestows capabilities instead. At first, I was hopeful this new system would prove to be an improvement to magicite. And it is, in some ways. Most notably, its placement in the context of equipment gives gear new dimensions through which tradeoffs can be presented- do you want more stats or materia, more materia or specifically more linked slots that allow for materia to modify other materia, (imbueing attacks with an element, enabling a spell to target all targets instead of one, etc) or will you give up those powerful links and stats for high growth rate equipment that enables mastery of the attached materia faster? As an aside, I saw some complaints about the simplification of equipment in 7 online after my playthrough and I just cannot agree with it on the whole- yes, each character is down to 3 equipment slots vs 6's 6 or the rest of the series' 5, but this addition of materia to the equipment alone just presents far more considerations at the equipment screen than any title prior has had for me.

It's not all positive, though, sadly. Unlike magicite, materia mastered abilities are bound to the materia itself rather than the individual using it. This, combined with the lack of even the character specific commands from 6, makes 7's party of heroes the absolute most interchangeable members yet. Limit breaks, which are rare considerations for normal gameplay and not teambuilding foundations of character builds, are pretty much the sole distinguishing trait here. Furthermore, managing this system in light of its materia bound abilities over character bound ones is a total pain as the story forces certain party members in and out of use. If you want to swap a characters loadout to another entirely, you'll need to individually unequip every piece of materia on their gear then manually add them back one by one to the new party member. (Magicite, by contrast, left all its learned skills on the character even when moved and if you did want to change it around to grant one character in particular usage of its associated summon, only one item had to be moved instead of potentially 10+) Some quality of life could have alleviated the managing the latter problem for 7's large party, but the former seems inherent to the system as is to me sadly.

The last bit of vital shared DNA between 6 and 7 I'd like to call out is that large party itself. While not quite as gigantic as 6's expansive cast, 7 continues in its footsteps with, at its peak, 9 disparate voices joining your ragtag team of ecoterrorists turned adventurers. The character centric episodes of storytelling remain as well, though this time integrated into the forced flow of the narrative instead of scattered about a technically optional series of quests like in 6's World of Ruin. It's not as impressive as the boldness of world of ruin's departure from series norms up till that point, but it does probably fit together a bit better at least? A less fortunate trait also inherited from 6 is the tendency to have those same cast members grow silent and sit on the sidelines for extended periods when their story isn't the one currently in the spotlight. (Two optional characters in particular get the worst of this, having very little in the way of commentary to offer on the main quest proper- especially baffling given Vincents proximity to the incredibly important events and actors that caused the narrative in the first place)

Speaking of the main story, let's actually talk about it. Final Fantasy 7 starts off with what is narratively and even probably scenario/mission design wise the absolute strongest stretch of game in the series to date in its Midgar portion. The player is dropped straight into the action, complete with a killer soundtrack- the iconic Bombing Mission, and they're handed the reins of.... ecoterrorists?! It's a bold move to make the protagonist faction the ones carrying out dramatic acts of violence, potentially ending innocent life while they're at it, for a change and FF7 both does that and doesn't shy away from debating the costs of their actions as well as the potential costs of inaction. For the first time, it really feels as though the franchise is grappling with a real thematic core and I was totally into it. Even once past the bombing mission itself, Cloud and crew's adventures continue in fascinating fashion through the city with a horrific twist on the way before leading to the obvious climactic confrontation at the Shinra headquarters. The whole section stays varied in what the player is tasked with, stays active on its narrative, and constantly incorporates the questions of its thematic content into the flow; it's legitimately a real achievement for the franchise thus far.

But then something happens. A new character arrives- Sephiroth, one of the franchise's, or hell even gaming in general, most iconic villains- and what that does to the story honestly.... kind of sinks it? That's not to say that Sephiroth is himself a bad character- I don't feel especially strongly about him one way or the other to be honest- but moreso that what he does to the story is to take this grounded (at least for FF) struggle with actual themes and completely derail it into a far more generic villain chasing quest across the world. It's not immediate, thankfully, (A desert storyline examining the lives of those left behind after corporate exploitation shows promise in particular and moments like the Fort Condor minigame can't escape the better worldbuilding established at the start) but slowly and surely, we get there. And our characters are no longer debating the lengths they should be willing to go to deal with their planet's slow murder but instead simply facing an evil that must be stopped. Like some other modern allegories that put the planets existential threat beyond humanity's flaws or even reach, he, in a way, absolves the humans of Shinra and the world of their destruction of it- what does the human destruction of the planet matter if a force completely outside humanitys control is going to headshot the planet separately anyhow? Moreover, this very obvious existential threat and its immediate impact observable by everyone renders the continued conflict between the protagonists and the Shinra corporation nonsensical. Both wish to stop Sephiroth yet can't help but attack each other at nearly every chance they get. (The huge materia quest in particular is baffling here) Throwaway lines occasionally arrive as justification but everything feels thin and contrived, a far cry from what came before.

To be clear, I do not think FF7's story is markedly worse than the games that came before. These have still been, after all, lighthearted adventure stories with little weight to them for the most part. The disappointment here comes strictly from the fact that 7 starts so strong and with such potential before reversing course.

All in all, it's fairly easy to see what the fanbase latched onto here, even including that story. It really does make far bolder steps forward for the franchise than any other title before it save maybe 4? But 7 is also maybe the... messiest FF thus far as well. I'm willing to overlook a lot of it and give it credit for putting in the necessary work so that future installments may see the benefit. If you're interested in seeing how the franchise moved from its more simple dungeons and battles origins to the more explicitly narrative driven and varied adventures of the PS1, PS2 and onwards, this is the perfect title to demonstrate that transition. From its vantage point, one can see all that came before and all that will come after in its design. I think that's pretty cool.